The Modern Dispatch 031 Temple of the Savant


THE MODERN DISPATCH
TEMPLE OF THE SAVANT
BY CHRIS DAVIS
ADVENTURE OVERVIEW
BACKGROUND
One of the most malevolent forces on the Twisted
Earth is the Savant, a group of powerful psionicists
#31
whose lineage dates back to before the Fall. Once the
prisoners and human guinea pigs of the Ancients, they
now seek to build a new world order with themselves
CONTENT MANAGERs:
at the top and all others as their slaves.
CHARLES RICE AND CHRIS DAVIS From time to time, the Savant is known to conduct
crusades into regions beyond their empire. Sometimes
LAYOUT:
these crusades aim to eradicate the remnants of the
CHRIS DAVIS
Ancients; other times they are undertaken simply to
PROOFREADING:
expand their territorial control. Temple of the Savant
DONALD KIESLING, CHRIS DAVIS is a Darwin s World adventure that takes place during
one of these Savant crusades.
Levels: This adventure is best suited for 4-6
WWW.RPGOBJECTS.COM
characters of 8-9th level. The ideal adventuring party
should have healing capabilities and some members
with respectable Will saves.
Requires the use of the d20 Modern Roleplaying
Game, published by Wizards of the Coast, Inc.
HISTORY
He used the next year to fortify this base. First, he
Nearly two years ago, Savant Kraken was sent on
ordered the Terminals to construct an earthen temple
d20 Modern and Wizards of the Coast are
a pilgrimage into an uncontrolled region. (The
in his honor over a pre-Fall installation. He then
trademarks of Wizards of the Coast, Inc. in the
precise area and the goals of this crusade should be
instructed them to build a defensive wall around the
United States and other countries and are used
determined by the GM.) While exploring the region
community with only two secret tunnel entrances. As
with permission
for a suitable location at which to establish a base
time went on, Kraken was surprised to discover that
of operations, Kraken discovered a well-hidden
one of the Terminals was in fact a Telepath. While
 d20 System and the  d20 System logo are
community of Terminals. Using both his neural
construction was underway, Kraken tutored the gifted
trademarks of Wizards of the Coast, Inc. and are
abilities and raw intimidation, Kraken exerted his will
Terminal, helping him develop his neural powers
used according to the terms of the d20 System
upon the community, convincing them that he was a
and eventually anointing him high priest to rule over
License version 6.0. A copy of this License can
god come to deliver them from human (non-Terminal)
the community (on Kraken s behalf). Although a
be found at www.wizards.com/d20.
persecution.
Telepath similar to the Savant, the Terminal leader
TEMPLE OF THE SAVANT
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THE MODERN DISPATCH
(who calls himself  Beastspeaker ) developed a exhibit similarly suspicious behavior. Frustrated with
PRELUDE ADVENTURE
mastery of animals and mutant beasts rather than the situation, the trademaster has decided to contact
Giving players a reason to seek out the temple could
humanoids. Once the construction of the temple and the players to see what they think and to find out if
be an adventure in itself. GMs may want to develop
other fortifications was complete, Kraken instructed they know anything about the mysterious community.
a prelude adventure that provides a strong motivation
Beastspeaker to fill his temple with an array of mutant In reality, the trader is under the mental control of
to stop the Savant.
monsters to further protect his lair. a Savant, who he encountered when he arrived at the
If the players are heroes (or villains) of some
With his base complete and properly protected, Terminal community. Several trade house guards
repute in the area, the Savant will no doubt want to
Kraken is ready to begin his conquest of the region in have similarly fallen under the Savant s mental
undermine or eliminate them. Standard Savant tactics
the name of the Savant Empire. domination. The Savant s plan is to use the trader to
include dominating friends or allies and turning them
seize control of this Cartel house, solidifying Savant
against each other. Once the players uncover the
power in the region.
Savant conspiracy, they will be very motivated to find
ADVENTURE SYNOPSIS
Kraken s base and put an end to his plans.
Temple of the Savant details the base of operations
VAULT DWELLERS
of the Savant Kraken, and is designed to be a post-
In the area where the players reside, a series of
apocalyptic dungeon crawl. Regardless of the
functioning vaults has been discovered. Vault
TERMINAL VILLAGE
adventure hooks chosen by the GM, the players will
dwellers are emerging after hundreds of years of
Before the coming of the Savant, the Terminal
ultimately seek out the Temple to put a stop to the
isolation. The players have made new friends of the
community consisted of no more than a functional
Savant s goals of domination. Once they reach the
vault dwellers (or are vault dwellers themselves).
well (built by a previous community) and a number
base, players must get past the Terminal worshipers,
Harboring a deep resentment for the Ancients, the
of poorly-constructed huts. The community has
explore the temple, defeat the mutant beast guardians,
Savant has directed Kraken to terminate the vault
managed to survive by feeding on bugs and drinking
and then confront Kraken in his personal quarters.
dwellers and steal any technology they possess.
the well water. Once Kraken assumed command,
An increasing number of vault dwellers are being
he promptly organized several construction projects
gruesomely murdered by mutant animals (sent by
ADVENTURE HOOKS to fortify the community and support the religious
Beastspeaker). The players eventually witness an
All that the GM needs to do to involve the players pretext for his rule. The first project was the earthen
attack by a prox beast on a group of vault dwellers and
in this adventure is give them a reason to venture to temple, built atop the remains of a pre-Fall building.
intervene. After defeating the beast, they track it back
the temple. Following are a few adventure hooks that The second project was a wall consisting of rocks
to the Terminal community and the Savant temple.
GMs can use to provoke the players into confronting and scarp material, with two hidden entrance tunnels
the Savant crusader. running beneath it.
SAVANT HUNTERS
A group of wasteland heroes has taken it upon
TROUBLE AT THE CARTEL HOUSE
themselves to stop the advance of the Savant Empire. COMMUNITY FEATURES
The leader of the local Cartel trade house (or
They have uncovered details of the Savant plan to
another trading group) is suspicious of one of his
infiltrate the region. Eventually, they discover the
THE WALL
traders. He recently sent the trader to find a rumored
Savant base of operations at the Terminal community,
The wall is constructed of rocks, scarp metal and
community of primitives (the Terminals) in the hopes
but are badly beaten by the Terminals protecting
other scavenged materials. It stands rough 5-7 feet
of establishing a trade relationship with them. The
the Temple. Only one of the heroes escapes, badly
tall and is designed to prohibit climbing. While the
trader returned, reporting that the community was full
wounded, and makes his way to the players location.
interior of the wall consists mostly of rock and other
of degenerate Terminals and wasn t worth the effort.
With the last of his energy, he pleads with the players
filler material, the exterior is covered with specially
Then the trader started acting suspiciously several
to accomplish what he and his fellow comrades could
sharpened stones that make climbing a dangerous
times the trademaster spotted him sneaking out of
not: infiltrate the temple and stop the Savant!
proposition. Any character attempting to Climb (DC
his office. Eventually several of his guards began to
TEMPLE OF THE SAVANT
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THE MODERN DISPATCH
the tripwire falls victim to a spike trap (built over
the first 5 feet of the tunnel) and triggers a crude but
effective security system a string that is connected to
metal cans in the village begins to rattle, alerting the
Terminals.
Spike Trap: CR 2; +10 melee (2d6); Search (DC
20); Disable Device (DC 20).
2. COMMUNITY WELL
This primitive well was constructed by an unknown
previous community. The well water is actually
polluted the pollutants initially contributed to the
Terminals health problems and deformities, but the
Terminals have since developed immunities to the
chemicals.
Polluted Water: DC 13; 1 Con/1d4 Con + 1 Wis.
3. HUTS
The Terminal huts are dirty and furnished only with
haphazard bedding materials; most contain crudely
crafted religious items (figures, sketches, etc.) that
depict the community s new-found god. A character
who examines the items and makes a Knowledge
(Twisted Earth) check (DC 30) notices a resemblance
to typical Savant attire.
4. TEMPLE
See below.
DEFENDING THE VILLAGE
While there are many guardian creatures inside the
10) over the wall must also make a Balance check
1. ENTRANCE TUNNELS temple, the defense of the village itself is left to the
(DC 15) or take 1d6 damage. A failed Balance check
If the characters choose not to climb the wall, the outside residents; under no circumstance will the
means the character must attempt the Climb and
only other way into the village is via the two entrance beasts and NPCs inside the temple leave to help the
Balance checks again.
tunnels. The tunnels are not large, and require a defenders outside. The outside community consists of
Even if the character makes it over the wall, he will
medium-sized creature to crawl. The outside tunnel 12 Terminals and 2 gronts (ridden by 2 champions).
almost certainly be spotted by Terminal watchmen
entrances are hidden and require a Search check (DC It is difficult for a party to sneak into the temple
unless he takes care to move stealthily. Note that
20) to uncover. A tripwire has been installed across without confronting the outside defenses. There are
characters climbing are considered to be at full speed
the entrance of each tunnel. Anyone who runs into at least 5 Terminals on watch at any given time, and
and thus suffer a -5 penalty to their Hide checks.
TEMPLE OF THE SAVANT
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THE MODERN DISPATCH
the primitive security alarm in the tunnels will alert homicidal frenzy; AL none; SV Fort +7, Ref +1, Will
THE TEMPLE CHAMBER
them to the presence of careless intruders. Should +4; AP 2; Rep +0; Str 18, Dex 11, Con 14, Int 8, Wis
The temple chamber is the home of Beastspeaker and
the Terminals become aware of the players approach, 13, Cha 4.
his three favorite pets: a two-headed mutant bear, a
they quickly organize themselves for defense. In all Skills: Hide +4, Listen +4, Ride +4, Spot +4,
prox beast, and a snuffle hog (his animal companion).
likelihood, the party will need to put down the entire Survival +5.
Each of these creatures is kept in a separate alcove
Terminal community before they can continue into Feats: Forsaken, Iron Will, Mounted Combat,
in the main chamber. The chamber itself is rather
the temple. The Terminals are not willing to negotiate Power Attack, Simple Weapons Proficiency,
unremarkable. Erratic and crude drawings clutter the
and will fight to the death to defend their god. Toughness, Trample.
walls offerings of artwork that make little sense to
Tactics: Terminals begin combat by throwing their Talents (Strong Hero): Melee Smash, Improved
anyone other than the Terminals who scrawled them.
javelins and then move closer to attack with their Melee Smash.
Any character who studies the drawings can make a
spears, hoping to overwhelm their opponents. The Possessions: Shortspear, javelin.
Knowledge (Twisted Earth) check (DC 30) to notice a
Terminal champions fight from their gront mounts,
resemblance to typical Savant attire.
using their mounts Trample ability whenever Gronts (2): CR 4 Large Beast; HD 4d10+28; HP
Under an animal pelt is a ladder that descends to the
possible. Remember that each champion has the 50; Mas 25; Init +4; Spd 30 ft; Defense 16, touch 9,
pre-Fall building below. Finding the concealed tunnel
Mounted Combat feat and thus can make one Ride flatfooted 16 (-1 size, +7 natural); BAB +4; Grap +15;
requires a Search check (DC 12). At the bottom of the
check per round to negate a hit on his mount. Atk +10 melee (1d8+10, bite); Full Atk +10 melee
ladder is an empty room with a single locked door that
(1d8+10, bite); FS 10 ft by 10 ft; Reach 10 ft; SQ
leads to Kraken s personal chamber.
Terminals (12): CR 1/2; Medium-size Humanoid; padded feat; AL None; SV Fort +11, Ref +4, Will +1;
Locked Door: Hardness 5; 10 hp; Break DC 15;
HD 2d8+3; HP 12; Mas 11; Init -1; Spd 30 ft; Defense AP 0; Rep +0; Str 25, Dex 11, Con 25, Int 2, Wis 10,
Disable Device 20.
9, touch 9, flatfooted 9 (-1 Dex); BAB +1; Grap +3; Cha 2.
Atk +3 melee (1d6+2, shortspear), or +0 ranged (1d6, Skills: Balance +10, Climb +9, Jump +10, Move
THE TEMPLE CHAMBER ENCOUNTER
javelin); Full Atk +3 melee (1d6+2, shortspear), or +0 Silently +10, Spot +2.
Beastspeaker is less concerned with tactics than he
ranged (1d6, javelin); FS 5 ft by 5 ft; Reach 5 ft; SQ Feats: Improved Initiative, Iron Will.
is with presentation and respect. When the players
short life span, homicidal frenzy; AL none; SV Fort
enter the chamber, Beastspeaker tries to parley with
+3, Ref -1, Will +2; AP 0; Rep +0; Str 14, Dex 9, Con
them, attempting to convince the players to pay
11, Int 8, Wis 11, Cha 6.
THE TEMPLE
respect to the power of his god. If circumstances
Skills: Hide +2, Listen +3, Spot +2, Survival +4.
allow it, Beastspeaker sends each of his pets to engage
Feats: Forsaken, Iron Will, Power Attack, Simple
The earthen temple serves as a secondary line of
the players one at a time he is testing the players,
Weapons Proficiency, Toughness.
defense for Kraken, who seldom needs to venture
permitting them to prove themselves through combat.
Possessions: Shortspear, javelin.
outside it. His psionic powers allow him to command
If the players submit and act accordingly, they will
his realm from inside the temple s protective
benefit from Beastspeaker s misguided attempt to
Terminal Champions (Strong Hero 3) (2): CR 3;
barriers, and his worshipers offerings of food and
prove the power of his beliefs by not having to defeat
Medium-size Humanoid; HD 5d8+10; HP 33; Mas 14;
(clean) water sustain him. Kraken himself resides
all the creatures at one time. If at any time the players
Init +0; Spd 30 ft; Defense 12, touch 12, flatfooted 12
in the ancient building below the temple; his pupil
attack Beastspeaker (or a creature not sent to attack),
(+0 Dex, +2 class); BAB +4; Grap +8; Atk +9 melee
Beastspeaker dwells in the temple chamber along with
he foregoes his plan of ritualistic confrontation and
(1d6+6, shortspear), or +4 ranged (1d6, javelin); Full
his pets.
attacks with all his minions. Beastspeaker speaks
Atk +9 melee (1d6+6, shortspear), or +4 ranged (1d6,
The only way to enter the temple is via an
Unislang; if the players cannot understand Unislang,
javelin); FS 5 ft by 5 ft; Reach 5 ft; SQ short life span,
ascending staircase that leads to the main chamber.
they ll have to figure out Beastspeaker s motives via
non-verbal communication.
TEMPLE OF THE SAVANT
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THE MODERN DISPATCH
As you enter the temple chamber, you are The feral Terminal gives your group a subtle Beastspeaker (Terminal Strong Hero 3/Beastlord
greeted by a feral looking Terminal dressed in look of respect and then speaks again. 4) CR 8; Medium-size humanoid; HD 2d8+6 plus
furs and armed with a bone club. The chamber is  I thank you for proving that beast s 3d8+6 plus 4d8+8 plus 3; HP 65; Mas 14; Init -1; Spd
surrounded by three alcoves, each one of which unworthiness. I assure you the prox will make you 25 ft; Defense 16, touch 11, flatfooted 16 (-1 Dex, +4
contains a mutated beast. The creature in the realize the errors of your ways. class, +3 equipment); BAB +7; Grap +11; Atk +11
left alcove resembles a great bear, but it sprouts He motions to the right alcove, and the beast melee (1d6+6, bone club), or +6 ranged (1d6, javelin);
two heads instead of one. In the right alcove inside emerges with a deafening roar. Full Atk +11/+6 melee (1d6+6, bone club), or +6/+1
is a disturbing combination of hog, horse, and ranged (1d6, javelin); FS 5 ft by 5 ft; Reach 5 ft; SQ
lamprey. Finally, in the alcove behind the feral Prox Beast: CR 5; Large Mutant Beast; HD 5d10+20; short life span, homicidal frenzy; AL savant; SV Fort
Terminal is a repugnant boar with a back covered HP 48; Mas 18; Init +1; Spd 30 ft; Defense 13, touch +11, Ref +1, Will +7; AP 3; Rep +2; Str 18, Dex 9,
by porcupine quills. 10, flatfooted 12 (-1 size, +1 Dex, +3 natural); BAB Con 14, Int 8, Wis 10, Cha 10.
Although the Terminal gives you an +5; Grap +13; Atk +8 melee (1d8+4, bite); Atk +8 Background: Terminal (Hide, Listen, Survival).
intimidating stare, he does not attack, but rather melee (1d8+4, bite), +8 melee (1d4+2, 2 hooves); Mutations and Defects: Telepathy, Homicidal
speaks: FS 10 ft by 10 ft; Reach 10 ft; SQ aware, blindsight, Frenzy, Short Life Span.
 Bow before the Beastspeaker, high priest of improved grab, swallow whole; AL none; SV Fort +8, Skills: Climb +5, Diplomacy +8, Handle Animal
the Terminal God. Heretics will suffer the wrath Ref +6, Will -1; AP 0; Rep +0; Str 19, Dex 12, Con +12, Listen +3, Ride +3, Spot +4, Survival +8.
of the Beastspeaker. 18, Int 3, Wis 8, Cha 10. Feats: Animal Affinity, Armor Proficiency (light),
With that, the two-headed bear shambles from Skills: Listen +4, Spot +2. Armor Proficiency (medium), Cleave, Forsaken, Iron
its alcove and roars in your direction. Feats: Multiattack. Will, Power Attack, Toughness.
 Bow and praise, or face the bear of penance! Talents (Strong Hero): Melee Smash, Improved
With the defeat of the second beast, the Melee Smash.
After giving the players a few moments to submit, he Beastspeaker turns to the alcove behind him. Talents (Beastlord): Animal Empathy, Track,
sends the mutant bear to attack them. Beastspeaker  Come, my loyal companion. Let us put our Animal Companion (snuffle hog), Fast Climb, Resist
simply watches as the combat plays out; a Sense faith to test and destroy these heretics! Venom, Call Companion.
Motive check (DC 12) reveals that he has no intention The feral Terminal lets out a frenzied scream, Possessions: Hide armor, bone club, javelin.
of intervening. However, if the players attack and the boar creature s quills stand straight. The
Beastspeaker or one of the other creatures, they all duo lets the savagery build up for a moment, then
KRAKEN S CHAMBER
engage. lunges towards your party.
Kraken s personal chamber is the basement of a
pre-Fall building, lightly furnished with a table and
Two-headed Mutant Bear: CR 5; Large Animal; HD Snuffle Hog: CR 5; Medium-size Mutant Beast; HD
bed. Beyond its lone occupant, the only remarkable
6d8+24; HP 51; Mas 19; Init +1; Spd 40 ft; Defense 5d10+20; HP 48; Mas 18; Init +2; Spd 40 ft; Defense
features are the high-quality pillows and bedding used
15, touch 10, flatfooted 14 (-1 size, +1 Dex, +5 22, touch 12, flatfooted 20 (+2 Dex, +10 natural);
by Kraken to make his stay more comfortable.
natural); BAB +4; Grap +16; Atk +11 melee (1d8+8, BAB +5; Grap +9; Atk +10 melee (1d6+6, gore); Full
When the players enter the chamber, the Savant
claw); Atk +11 melee (1d8+8, 2 claws), +6 melee Atk +10 melee (1d6+6, gore); FS 5 ft by 5 ft; Reach 5
is waiting for them. Any characters that make
(2d8+4, bite); FS 10 ft by 10 ft; Reach 10 ft; SQ fast ft; SQ quills, scent, stubborn, link, evasion; AL none;
a Knowledge (Twisted Earth) check (DC 15)
healing 5, blood lust, improved grab, two heads, scent; SV Fort +8, Ref +6, Will +1; AP 0; Rep +0; Str 19,
immediately recognize him as a Savant. Kraken
AL none; SV Fort +9, Ref +6, Will +3; AP 0; Rep +0; Dex 15, Con 18, Int 4, Wis 10, Cha 4.
attempts to parley with the players for as long as
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6. Skills: Listen +5, Spot +5.
they are willing he hopes to intimidate them into
Skills: Climb 18+, Listen +6, Spot +6. Feats: Improved Bull Rush, Weapon Focus (gore).
backing down. If the players are significantly hurting
Feats: None.
from their battles with the temple s defenders, he
TEMPLE OF THE SAVANT
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THE MODERN DISPATCH
might stress that he doubts they have any chance (light), Attraction Trigger, Charm Person, Domination, command and bend them to his will. When encounter
of defeating him. Kraken attempts to identify the Iron Will, Mental Communication, Mind Blast, Mind in the wasteland, he is often accompanied with animal
weakest minds in the group; if at any point he feels an Strike, Mind Stun, Personal Firearms Proficiency, or beast companions.
attack is eminent (using Sense Motive), he attempts Post-Apocalyptic Technology, Primitive Technology The best path into this advanced class is from a
to dominate the strongest warrior and pit him or her Talents (Post-Apocalyptic Hero): Mutation combination of Strong and Tough hero basic classes,
against the rest of the group. Knowledge, Neural Mastery although progression to this class through other
Tactics: Kraken tries to dominate as many Talents (Psionic): Neural Specialization paths is possible. The Beastlord is derived from the
opponents as possible, turning them against non- Talents (Smart Hero): Linguist Wildlord.
dominated combatants. Once he has tried this tactic Talents (Savant): Improved Domination,
on each member of the group, he uses his Mind Blast Neural Specialization, Crushing Will, Telepathy
REQUIREMENTS
and Mind Strike. Only after he has exhausted all his Advancement, Savant Link
To qualify to become a Beastlord, a character must
telepathy uses for the day does he use his firearm. Neural Mutations: 14 Telepathy uses per day (+6
fulfill the following criteria.
Note that Kraken has Improved Dominate, the victims Cha, +8 mutation); +10 DC modifier (+3 Cha, +4
Base Attack Bonus: +2.
of which do not get additional saves when asked to specialization, +3 advancement).
Skills: Handle Animal 6 ranks, Survival 6 ranks.
attack their friends. Possessions: Undercover vest, rifle butt, M16A2
Mutation: Telepathy
Assault Rifle, Ready-syringe (Stimshot A).
Savant Kraken (Post-Apocalyptic Hero 3/Psionic
CLASS INFORMATION
3/Smart Hero 1/Savant 5): CR 12; Medium-size
The following information pertains to the Beastlord
humanoid; HD 3d8+6 plus 3d8+6 plus 1d6+2 plus
NEW CLASS advanced class.
5d6+10; HP 74; Mas 14; Init +2; Spd 30 ft; Defense
Hit Die: 1d8.
22, touch 19, flatfooted 20 (+2 Dex, +7 class, +3
Action Points: Beastlords gain a number of action
equipment); BAB +4; Grap +3; Atk +3 melee (1d6-
BEASTLORD
points equal to 6 plus one-half their character level,
1, rifle butt), or +6 ranged (2d8+0, M16A2 Assault
(from Darwin s World Conversions: Modern Arcana)
rounded down, every time they advance a level in this
Rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ medical
The Twisted Earth is filled with both mutated humans
class.
incompatibility, increased critical threat; AL savant;
and beasts. The beastlord is the link between the
Class Skills: The Beastlord s class skills are as
SV Fort +6, Ref +6, Will +11; AP 6; Rep +5; Str 8,
two. Beastlords have a telepathic link with the mutant
follows: Climb (Str), Concentration (Con), Drive
Dex 14, Con 14, Int 12, Wis 10, Cha 16.
animals and monsters of the wastelands. He can
(Dex), Diplomacy (Cha), Handle Animal (Cha), Hide
Occupation: Slaver (Gather Information,
Intimidate)
Background: Radical (Knowledge [tactics])
TABLE 1: THE BEASTLORD
Base Attack Fort Ref Will Defense Reputation
Mutations and Defects: Neural Mutation -
Level Special
Bonus Save Save Save Bonus Bonus
Telepathy x4, Critical Vulnerability x3
1st +0 +2 +0 +2 Animal empathy +1 +1
Skills: Bluff +13, Concentration +10, Diplomacy
2nd +1 +3 +0 +3 Track, animal companion +1 +1
+8, Gather Information +23, Intimidate +17,
3rd +2 +3 +1 +3 Bonus feat, fast climb +2 +1
Knowledge (mutant lore) +10, Knowledge (tactics)
4th +3 +4 +1 +4 Resist venom, call companion +2 +2
+10, Knowledge (technology) +11, Listen +1, Read/
5th +3 +4 +1 +4 Skill mastery +3 +2
Write Language +1 (unislang, ancient, gutter talk),
6th +4 +5 +2 +5 Bonus feat +3 +2
Sense Motive +5, Speak Language +1 (unislang, 7th +5 +5 +2 +5 Expert in your field +4 +3
8th +6 +6 +2 +6 Command/rebuke animals +4 +3
ancient, gutter talk), Spot +1, Survival +11
9th +6 +6 +3 +6 Bonus feat +5 +3
Feats: Advanced Technology, Armor Proficiency
10th +7 +7 +3 +7 Command/rebuke mutant beasts +5 +4
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THE MODERN DISPATCH
(Dex), Knowledge (Behavioral sciences, earth and porpoise, snake (constrictor, viper), squid, tiger, or When making a check with this skill, the Beastlord
life sciences, physical sciences), Move Silently (Dex), wolf. The animal cannot have more Hit Dice than the may take 10 even if stress and distractions would
Navigate (Int), Pilot (Dex), Profession (Wis), Ride Beastlord has character levels. normally prevent her from doing so. She becomes
(Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat The animal chosen remains an animal, but may so certain in the use of this skill that she can use it
Injury (Wis). gain additional abilities according to the level of the reliably even under adverse conditions.
Skill Points at Each Level: 5 + Intelligence Beastlord (see Animal Companions, below). The Expert in Your Field: At 7th level, the Beastlord
modifier. player running a Beastlord should consider the fact is considered to be a master of nature lore, animals,
that certain animals may create problems in urban and plants. The Beastlord gains a circumstance bonus
areas. equal to her Reputation bonus when making skill
CLASS FEATURES
The Beastlord may release the animal back to the checks that are directly involved with her knowledge
The following features pertain to the Beastlord
wild, regaining the action point initially spent in the of the natural world. Such skills would include
advanced class.
process. The Beastlord does not regain the action applicable Knowledge skills, as well as such social
Animal Empathy: At 1st level, the Beastlord
point if the creature dies. In either case, the Beastlord skills as Intimidate and Bluff when animals are
gains the ability to use her Handle Animal skill to
must wait at least 24 hours before attempting to gain involved.
improve the attitude of an animal or magical beast.
another animal companion. Command/Rebuke Animals: At 8th level,
The interaction is treated as a Diplomacy skill check,
Bonus Feats: At 3rd, 6th, and 9th level, the the Beastlord may spend an action point to turn,
with Handle Animal used instead of Diplomacy. The
Beastlord obtains a bonus feat. The bonus feat must command, or rebuke animals. This functions in the
Beastlord needs to be within 30 feet of the creature to
be selected from the following list, and the Beastlord same manner as the ability to turn undead for the
use this ability.
must meet all of the prerequisites for the feat to select Acolyte (see D20 Modern RPG).
Most domestic animals have a starting attitude of
it. Command/Rebuke Mutant Beasts: At 10th level,
indifferent, while most wild animals are unfriendly.
Animal Affinity, Athletic, Dodge, Endurance, the Beastlord may spend an action point to turn,
(Exceptions exist: trained guard dogs may have an
Focused, Personal Firearms Proficiency, Renown, command, or rebuke mutant beasts. This functions
initial reaction of hostile to strangers.)
Stealthy. in the same manner as the ability to turn, command,
The Beastlord may also seek to influence mutant
Fast Climb: At 3rd level, the Beastlord becomes an or rebuke undead for the Acolyte (see D20 Modern
beasts (including those she has never encountered
expert at climbing. A successful Climb check allows RPG).
before) at a  4 penalty. Animal empathy does not
her to move her full speed rather than at half speed
function on vermin.
when climbing.
Track: At 2nd level, the Beastlord gains Track as a ANIMAL COMPANIONS
Resist Venom: At 4th level, the Beastlord gains
bonus feat, if she does not already have it. As the Beastlord grows in power and ability, so too
+4 resistance bonus on saving throws against natural
Animal Companion: At 2nd level, the Beastlord does the power of her animal companion.
poisons.
may spend an action point to transform an Class Level: The level of the Beastlord.
Call Companion: At 4th level, the Beastlord gains
encountered animal into an animal companion. This Bonus HD: These are extra eight-sided (d8) Hit
the supernatural ability to call her animal companion
requires a full-round action. The animal must already Dice, each of which gains a Constitution modifier,
to her. The animal companion must be in the area
be friendly in attitude toward the Beastlord. This as normal. Remember that extra Hit Dice improve
(within a mile of the Beastlord s location), and will
animal accompanies the Beastlord on her adventures the animal companion s base attack and base save
arrive within 10d6 minutes. Situations which the
as is appropriate to its species. The Beastlord may bonuses. An animal companion s base attack bonus is
Beastlord and animal companion are clearly separated
have a single animal companion at a time. equal to a Beastlord whose level equals the animal s
the animal will express consternation and distress but
Choose an animal from the following list: Ape, bear, HD. An animal companion has good Fortitude and
will not be able to respond.
big cat, boar, crocodile, deinonychus, dog (medium), Reflex saves (treat it as a character whose level equals
Skill Mastery: At 5th level, the Beastlord
donkey, eagle, elephant, herd animal (such as cow, the animal s HD). The animal companion doesn t gain
designates one skill from her Beastlord class skill list.
camel, or bison), horse, lizard, monkey, octopus, any extra skill points or feats for bonus HD.
TEMPLE OF THE SAVANT
Page 7
THE MODERN DISPATCH
Natural Armor: The number listed here is an
improvement to the animal companion s natural armor
DARWIN S WORLD CONVERSIONS: MODERN ARCANA
rating.
Str/Dex Adj.: Add this figure to the animal
In an effort to provide gaming groups with additional post apocalyptic
companion s Strength and Dexterity scores.
class options, we have converted magical classes from the Modern Arcana
Link (Ex): The Beastlord gains a +4 circumstance
SRD. While there is no magic in the Twisted Earth setting of Darwin s
bonus on Animal Empathy and Handle Animal checks
World, there is certainly an element of the supernatural in regards to the
made regarding the animal companion.
wide variety of mutant and psionic abilities, and thus a conversion is
Evasion (Ex): If the animal companion is subjected
often possible (and can result in an interesting version of a pre-existing
to an attack that normally allows a Reflex saving
magic based class). Not all the classes are appropriate for a Twisted Earth
throw for half damage, it takes no damage if it makes
campaign, but all are useable in some variant of a post apocalyptic world.
a successful saving throw.
Devotion (Ex): The animal companion s devotion to
its master is so complete; it gains a +4 morale bonus
on all Will saves against telepathic powers and effects.
Multiattack (Ex): The animal companion gains the
Multiattack feat, if it has 3 or more natural attacks. If
it does not have the requisite 3 or more natural attacks,
the animal companion instead gains a second attack
with its primary natural attack, albeit at a  5 to the
base attack bonus.
Improved Evasion (Ex): If the animal companion is
subjected to an attack that normally allows a Reflex
saving throw for half damage, it takes no damage
if it makes a successful saving throw and only half
damage if the saving throw fails.
Class Bonus Natural Str/
Special
Level HD Armor DexAdj.
2-3 +0 0 +0 Link
4 5 +2 2 +1 Evasion
6 +4 4 +2 Devotion
7 +6 6 +3 Multiattack
8 +8 8 +4
9 +10 10 +5 Improved evasion
10 +12 12 +6
TEMPLE OF THE SAVANT
Page 8
THE MODERN DISPATCH
5.Representation of Authority to Contribute: If You are contributing original 15 COPYRIGHT NOTICE
OPEN GAME LICENSE material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
OPEN GAME LICENSE Version 1.0a conveyed by this License.
Modern System Reference Document Copyright 2002, Wizards of the Coast,
The following text is the property of Wizards of the Coast, Inc. and is 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based
Copyright 2000 Wizards of the Coast, Inc ( Wizards ). All Rights Reserved. portion of this License to include the exact text of the COPYRIGHT NOTICE on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,
of any Open Game Content You are copying, modifying or distributing, and Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
1. Definitions: (a) Contributors means the copyright and/or trademark You must add the title, the copyright date, and the copyright holder s name
owners who have contributed Open Game Content; (b) Derivative Material to the COPYRIGHT NOTICE of any original Open Game Content you Modern Dispatch #31 2004, RPGObjects; Author Chris Davis
means copyrighted material including derivative works and translations Distribute.
(including into other computer languages), potation, modification, correction,
addition, extension, upgrade, improvement, compilation, abridgment or other 7. Use of Product Identity: You agree not to Use any Product Identity,
OPEN GAMING CONTENT
form in which an existing work may be recast, transformed or adapted; (c) including as an indication as to compatibility, except as expressly licensed
 Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly in another, independent Agreement with the owner of each element of that
Designation of Product Identity: The following terms are designated as
display, transmit or otherwise distribute; (d) Open Game Content means the Product Identity. You agree not to indicate compatibility or co-adaptability
product identity as outline in section 1(a) of the Open Gaming License:
game mechanic and includes the methods, procedures, processes and routines with any Trademark or Registered Trademark in conjunction with a work
Modern Dispatch, Darwin s World, Blood and Guts, Blood and Fists, Blood
to the extent such content does not embody the Product Identity and is an containing Open Game Content except as expressly licensed in another,
and Vigilance, Blood and Circuits, Blood and Relics.
enhancement over the prior art and any additional content clearly identified as independent Agreement with the owner of such Trademark or Registered
Open Game Content by the Contributor, and means any work covered by this Trademark. The use of any Product Identity in Open Game Content does not
Designation of Open Gaming Content: The following sections of Modern
License, including translations and derivative works under copyright law, but constitute a challenge to the ownership of that Product Identity. The owner of
Dispatch #31 is designated as open gaming content except for terms defined
specifically excludes Product Identity. (e)  Product Identity means product any Product Identity used in Open Game Content shall retain all rights, title
as product identity above. All illustrations, pictures, and diagrams are
and product line names, logos and identifying marks including trade dress; and interest in and to that Product Identity.
Product identity and property of RPGObjects"!.
artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, 8. Identification: If you distribute Open Game Content You must clearly
All monster, npc, and trap statistics blocks are open content. The beastlord
likenesses, formats, poses, concepts, themes and graphic, photographic and indicate which portions of the work that you are distributing are Open Game
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other visual or audio representations; names and descriptions of characters, Content.
spells, enchantments, personalities, teams, personas, likenesses and special
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TEMPLE OF THE SAVANT
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